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Question by pickle chips · Jun 25, 2013 at 06:13 PM · classinventoryweaponitemdefine

Implementing an Item system - Defining Items

So i'm just not entirely sure how I should go about doing t$$anonymous$$s.

Right now I have an Item class, and then I have a weapon class, armour class etc w$$anonymous$$ch all inherit from Item.

I just don't know how I define all the items in my game. For example, If i want 3 weapons, one called "Bronze Sword" one "Rusty sword" and one "Steel sword" how do I define them as a Weapon (using the weapon class) And set all they're properties? Should I make a separate script for each one? Or a separate prefab? I don't know how I should go about doing t$$anonymous$$s...

Any suggestions?

Thanks

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Answer by Olgo · Jun 25, 2013 at 06:37 PM

Hey there, I've recently started doing research on t$$anonymous$$s same topic. I t$$anonymous$$nk the best answer that came up so far was t$$anonymous$$s:

http://answers.unity3d.com/questions/155003/item-database.html

I believe the "hardcoded" example would be easiest but most time consuming. It has spurred me to look in to a database style system where I could maybe export an XML file from an excel sheet.

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avatar image pickle chips · Jun 25, 2013 at 07:57 PM 0
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Ok I think this should work... I'll have to experiment with it a bit first.

avatar image pickle chips · Jun 25, 2013 at 08:43 PM 0
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Ahhh, I've been experimenting with that a bit, and it seems to be working perfectly! Thaanks!

avatar image Ziplock9000 · May 06, 2017 at 10:01 PM 0
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Old topic, but just as relevant today as it was in 2013. Be careful with the above example. All items have exactly the same properties. No more, no less.

This is unlikely to happen in a real game. You wont get dexterity on an apple but you might on a cloak. This means you'll have a root structure of classes that inherit all the way back to your item class.

The most flexible way to do this is with XML and have it automatically create the class structure for you based on the XML itself.

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